Game version
Game version
#124

Horned Dune Wyrm

Card style

Art: Nao

Talents pick one before the match

  1. Talent 1

    Eternalized

    The card is immune to effects

  2. Talent 2

    Life-8

    The card's HP and max HP are doubled at the start of turn 8

  3. Talent 3

    Last Breath

    Applies to all your cards when this card dies

Slots base content, top to bottom

  1. Grain of Sand

    AbilityCooldown1 turn

    Deal 10 Earth damage [] on (50%)

    Accuracy
    100%
    Critical
    1% · ×2 damage
    Uses
    Unlimited
  2. Terra Healing

    AbilityCooldown1 turn

    Heal [15 to 25] Earth

    Accuracy
    100%
    Critical
    1% · ×2 damage
    Uses
    Unlimited
  3. Mimicry

    TOXRare

    Each time the opponent generates one or more elements, you generate 1 of the same type.

Resistances

Fire
+7%
Light
+8%
Earth
+6%
Nature
+8%
Shadow
+5%
Water
+8%

Lore

Species
Creature
Region
Shal'Zaar
Era
Prosperous Era

Now that the world seems to have regained its elemental balance, nature and its adaptation to the environment can be observed as never before. The Wyrms are a hostile fauna of the Shal'Zaar regions. Somewhere between a snake and a sandworm, these enormous creatures turn sand into crystal. The mines created by their activity are called Horned Dunes. Learning to avoid and to fight them is daily life in the Shal'Azd'Hun region. Crystals are a rare and precious resource for monster hunters — their purity allows any element to be inserted into them.